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What can change the nature of a man? Let's Play Planescape: Torment!

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  #331  
Old 05-06-2013, 10:08 PM
Phil Phil is offline
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100 copper? Seriously? That's 1gp (depending on edition). We fart more coin than that. Yeah, we should pay her tab. Ain't exactly breakin' the bank there, bub.
  #332  
Old 05-07-2013, 12:16 AM
Kalir Kalir is offline
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Agreed, 100 copper is pretty meaningless for us right now. Sure she might be trying to scam us, but this'd be a weak scam. And if it's not a scam, free booze! Sure, let's help her out.
  #333  
Old 05-07-2013, 02:37 AM
Olli T Olli T is offline
concentrate
 
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Let's make the hilariously inappropriate choice and murder her for free booze (2).
  #334  
Old 05-07-2013, 06:11 AM
Knurek Knurek is offline
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I heard that embalming fluid is quite tasty this time of the year.

Option 2
  #335  
Old 05-07-2013, 12:59 PM
Arithon32 Arithon32 is offline
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Option 1 A hundred coppers is nothing, and she might prove useful. And I'm curious why she'd think the bartender would think she's good for the rest if he sent us to stop her from running on a thousand copper tab.
  #336  
Old 05-07-2013, 01:13 PM
Falselogic Falselogic is offline
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Option 2

Killing people is fun!
  #337  
Old 05-07-2013, 01:49 PM
Eddie Eddie is offline
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Just realized I had some of the weights wrong; it shouldn't affect this vote (the people who want to HELP this drunkard is right now almost doubling those who would prefer the other two options); here's what the vote weights should look like:

Alpha Werewolf [1]'s new vote weight: 1 vote
Arithon32 [6]'s new vote weight: 1 vote
Austin [7]'s new vote weight: 4 votes
birdiedude [2]'s new vote weight: 4 votes
Brickroad [4]'s new vote weight: 2 votes
Cort [5]'s new vote weight: 1 vote
Dawnswalker [2]'s new vote weight: 2 votes
Destil [8]'s new vote weight: 2 votes
Falselogic [2]'s new vote weight: 2 votes
Gerad [6]'s new vote weight: 1 vote
Heffenfeffer [1]'s new vote weight: 1 vote
JFink [0]'s new vote weight: 3 votes
Kalir [5]'s new vote weight: 2 votes
Knurek [6]'s new vote weight: 2 votes
Kylie [2]'s new vote weight: 4 votes
Loki [0]'s new vote weight: 2 votes
Mightyblue [2]'s new vote weight: 2 votes
Mogri [6]'s new vote weight: 2 votes
MoneyCityManiac [2]'s new vote weight: 1 vote
Mr Sensible [5]'s new vote weight: 2 votes
Olli T [4]'s new vote weight: 2 votes
Phil [8]'s new vote weight: 4 votes
Raven [2]'s new vote weight: 1 vote
Soren Highwind [11]'s new vote weight: 1 vote
Taeryn [5]'s new vote weight: 1 vote
Teaspoon [7]'s new vote weight: 2 votes
Torzelbaum [2]'s new vote weight: 1 vote


No biggie, right?

Current vote totals:

Option 1, pay part of her bill (more good) = 17 votes
Option 2, poison her drink (more evil) = 6 votes
Option 3, forget it. This isn't worth it (more neutral) = 4 votes
  #338  
Old 05-07-2013, 01:57 PM
Falselogic Falselogic is offline
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I think you're just rolling dice and making all these numbers up!
  #339  
Old 05-07-2013, 03:12 PM
Mightyblue Mightyblue is offline
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That would be entirely in the spirit of D&D.
  #340  
Old 05-07-2013, 05:58 PM
Destil Destil is offline
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I am *rolls* happy to hear that.

Option 1. Junk ain't no thing.
  #341  
Old 05-08-2013, 01:15 AM
Kylie Kylie is offline
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Kill her over a bar tab, without even any money to take off the body? Even Mercykillers wouldn't stoop so low. Give her the money. If she welshes, there's some Mercies over in the corner who might take an interest, and THEN they might stoop so low. Option 1.
  #342  
Old 05-08-2013, 05:29 PM
MoneyCityManiac MoneyCityManiac is offline
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UGH, dealing with this girl is a waste of our time. Ignore her and go back to focusing on finding Pharod (option 3).

Last edited by MoneyCityManiac; 05-08-2013 at 05:30 PM. Reason: wrong option #
  #343  
Old 05-08-2013, 10:56 PM
Dawnswalker Dawnswalker is offline
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Option 1. 100 copper isn't that much money to us anymore, and it's more than worth getting free booze for life- er, well, the foreseeable future. Besides, even if this starts yet another sidequest, Pharod apparently isn't going anywhere anytime soon.
  #344  
Old 05-08-2013, 11:36 PM
Torzelbaum Torzelbaum is offline
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Quote:
Originally Posted by Dawnswalker View Post
Option 1. 100 copper isn't that much money to us anymore, and it's more than worth getting free booze for life
That could be useful for an immortal. Maybe. (My vote is not for option 1.)
  #345  
Old 05-09-2013, 01:08 PM
Taeryn Taeryn is offline
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this bartender has made a hilariously bad deal. He's just seen how well NO can hold his licquor. Add that to the whole "for life" and us not exactly dying. On top of that, he's let an obviously shaddy character run up a 1000 copper tab and hasn't cut her off.

If we still get free booze I say Option 2 to teach the bartender a lesson.

If killing her does not get us the drinks for life ticket, I vote Option 1 because the booze is clearly what is most important in this storyline.
  #346  
Old 05-12-2013, 10:14 PM
Eddie Eddie is offline
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THE PLANES OF CONFLICT, PART 1: BYTOPIA, ELYSIUM, AND THE BEASTLANDS

************************************************** **************************************************


The Outer Planes can roughly be divided into three different catagories:

1. The Planes of Law - as the namesake suggests, these are all the planes that tilt towards the "lawful" alignment. They are (from good to evil) Mount Celestia, Arcadia, Mechanus, Acheron, and Baator.

2. The Planes of Chaos - these are (naturally) all the planes that tilt towards the "chaotic" alignment. They are (from good to evil), Arborea, Ysgard, Limbo, Pandemonium, and the Abyss.

3. The Planes of Conflict - the planes that we'll talk (in part) about today, are divided between the "good" planes of Bytopia, Elysium, and the Beastlands, and the "evil" planes of Gehenna, the Gray Waste, and Carceri. While most toward either law or chaos, they're generally more focused on "good" versus "evil" as compared to the Planes of Law and Chaos.

We'll be looking at the three "good" planes that make up the Planes of Conflict - Bytopia, Elysium, and the Beastlands.

Quote:
Originally Posted by The Editor
As an aside, when someone refers to the "Upper Planes" they're referring to the good-aligned planes - Arcadia through Ysgard - and when referring to the "Lower Planes" they're referring to the evil-aligned planes - Acheron through Pandemonium. These references leave out Mechanus and Limbo however, which means they don't neatly divide into nice chunks to talk about.

As a second aside, that leaves only one plane - the Outlands - out. I'll talk about that more with a large discussion about Sigil in a future post.

As a third aside, many of these descriptions talk about "petitioners". Petitioners are the souls of the dead, who travel to the plane after their death. Petitioners come from both prime AND planar worlds; the plane they end up in is literally their afterlife - be it reward or punishment. Most petitioners remember but fragments of their past life, and the longer they stay a petitioner the more they tend to forget. Petitioners can be killed, although it is unknown where they end up (many assume they vanish forever). It is said that petitioners may get the chance to 'merge' with their plane, becoming part of it, but no one is entirely sure if this is true (how does one add to a functionally infinitely large body?).
A brief description of each of the Planes of Conflict follow. Each description has the following information:

Alignment: this plane represents a version (or versions) of this alignment. Petitioners and inhabitants will generally share this alignment.
Layers: Most planes are "divided" into several layers. This catagory lists them for quick reference.
Common Races: These are the most common races one would find on the plane.
Notable Powers: many gods make their kip on the planes; the major ones are listed, although in some cases, dozens (if not hundreds) of minor powers, demi-gods, and other important beings reside in any plane.
Links: Looking to get to this plane? Here are some of the common ways of doing so.
Special Rules: In general, travel on any plane is exactly as one would expect on a 'prime' world. Exceptions are listed here. In general, planes exert normal gravity, have a typical day/night schedule, and are infinitely large.

When referencing monsters, the following abbreviations will be used:
Monster Manual = MM1
Monster Manual 2 = MM2
Monster Manual 3 = MM3
Monster Valut = MV
Dragon Magazine = Dragon (Issue #)
Dungeon Magazine = Dungeon (Issue #)

All monsters listed here that are not given stat blocks can be found in the Online Compendium.


THE TWIN PARADISES OF BYTOPIA



Layers: Dothion, Shurrock
Common races: Gnomes, Devas, Eladrin
Links: Tradegate (Outlands)
Notable Powers: Garl Glittergold
Special rules: Each layer of Bytopia exerts its own gravitational pull. creatures are only ever affected by one at a time, but it is possible climbing some mountains that reach high enough to 'cross over' from one gravitational pull to the other.

Bytopia is a land of two worlds. The first is Dothion, a quaint paradise where the various humanoids (namely, gnomes) spend their days quietly, enjoying the bounty of their labour. The second is Shurrock, a land of wild beasts and uncharted terrain. The two 'worlds' face each other constantly, separated by about a mile of clean air. From Dothion, a vast wilderness can be seen above. From Shurrock, the light of thousand upon thousands of tiny abodes and villages illuminate the sky like stars. On either side, one finds that through hard work and perseverance, a life of happiness and community may be built.

Because of the divine influence of Garl Glittergold, the vast majority of petitioners on the plane look like gnomes, regardless of what race they were previously in life. Like most gnomes, many are happy to lend assistance to those in need, inviting them into their quaint communities. Like most inhabitants, the petitioners are hard working, ever trying to build a better life for themselves.

Because there are so many gnomes on the plane, many small markets and bazaars can be found on the plane selling all sorts of wonderful (and dangerous) contraptions. Of course, most services aren't to be bought, they are to be bartered for. Adventurers willing to pitch in a meal, help fix a broken window, or pick produce will find a hot meal and a warm bed.

A few portals dot the landscape which link the two layers of Bytopia, but most have been boarded up by the inhabitants on Dothion. The beasts on the other side are often fearsome, so in general only those seeking adventure (or danger) wish to travel to Shurrock.

Quote:
Originally Posted by DM NOTES ON BYTOPIA
Adventuring on Bytopia is generally limited to Shurrock; Dothion is simply too quiet and peaceful! That said, Dothion could be a great place to start an adventure, especially if one if looking to start the game in a more "traditional" D&D setting before moving elsewhere. As Shurrock is so untamed, it could absolutely be the launching ground for any number of sinister plans that require hired muscle to solve.

Players generally won't encounter danger on Dothion, but that doesn't mean the plane is defenseless. Should you wish to have any encounter with the inhabitants on Dothion (perhaps they mistake the PCs as invaders?) the following monsters may be appropriate to use:

Gnome Skulk (level 2 lurker, MM1)
Gnomish Trickster (level 2 skirmisher, Dragon 176)
Gnome Arcanist (level 3 controller, MM1)
Gnome Illusionist (level 6 artillery, MV)
Deva Seer (level 8 controller, Dragon 374)
Harlequinade Gnome (level 8 skirmisher, Dungeon 181)

In general, various animals and beasts printed across the various books can serve for encounters on Dothion. Treants can also be found, and - most fearsome - Adamantine Dragons sometimes prowl the skies in search of prey. The following monsters may be appropriate to use:

Gray Wolf (level 2 skirmisher, MV)
Dire Wolf (level 5 skirmisher, MV)
Cave Bear (level 6 elite brute, MM1)
Young Adamantine Dragon (level 7 solo soldier, MM2)
Gnome Wolverine (level 9 skirmisher, MM2)
Dire Bear (level 11 elite brute, MV)
Adult Adamantine Dragon (level 14 solo soldier, MM2)
Treant (level 16 elite controller, MM1)

Many beasts on Dothion have extraordinary traits; if you desire, you can apply the "Feyborn" template in the DMG to simulate a creature of particular grace and beauty.

Some new examples of potential adversaries follow:



Gnome-Eater Beetles: These enhanced fire beetles don't actually target gnomes, but as they make their homes in the mountains and caves of Dorthion they often come into conflict with gnomes invading their territory in search of gems and rare ore.



Honey Badgers: Ferocious creatures for a ferocious layer. Honey Badgers just don't give a #@$*!



Baku: Baku appear to be large tusked elephants with claws and the tail of a lizard. They're incredibly smart creatures with psionic capabilities, many of whom travel the planes spreading good. Rarely, an evil Baku will be born, and their Trumpet attack affects good creatures instead of evil ones. While not native to Bytopia, Baku seem to enjoy the nature of the plane, and many end up building a life there.

THE BLESSED FIELDS OF ELYSIUM



Layers: Amoria, Eronia, Belierin, Thalasia
Common races: Guardinals, Devas, Elementals
Notable Powers: Pelor
Links: Ecstasy (Outlands), River Oceanus
Special rules: Elysium is a land of great beauty and serenity. The longer someone stays on the plane, the greater the chance they'll simply wish to stay there, forever (see DM Notes, below).

Elysium is a land of peace and serenity, that once you visit, you never want to leave. Now, some consider the "entrapping" effect of the plane to be as sinister as what the Gray Waste does to cutters, but at least it makes a person feel happy, rather than a shadow of their former self! There are four layers to Elysium. Amoria is generally peaceful, and similar to many prime worlds, but the layer often presents visitors with small dilemmas to solve, in order to satisfy the locals of a traveler's intentions. Eronia is a rocky land of natural beauty, an afterlife for those good souls that seek excitement in their death. Belierin is a layer of marsh and swamp. Evil creatures can be found here, attracted to a mysterious evil that was sealed on the plane, but they are (mostly) kept in check by Elysium's guardinals. The final layer, Thalasia, is a giant expanse of water where the River Oceanus begins, punctuated by islands that offer tribute to the brave and heroic.

Petitioners on Elysium a varied lot, although they all tend to share a very trusting and warm demeanor. Unlike other planes, many petitioners hold important memories of their past lives, which they often use to 'teach' visitors. Many virtuous warriors become petitioners on this plane, and retain some measure of their ability. Many end up aiding in the defense of the plane.

The Guardinals on the plane are few in number, but even the weakest among them are powerful foes. They appear as humanoid monsters with the traits of noble animals - eagles, rams, horses, lions, etc. - and tend to divide their time protecting Elysium and making forays into the Lower Planes, fighting evil. Generally solitary creatures, if encountered on Elysium they will almost certainly question any party to their intentions. Those who show hostility will face their full might, while those cutters who attempt to lie or cheat their way on the plane will find themselves escorted to the nearest exit (and will enjoy a stern lecture the entire way).

Sizable communities exist all over Armoria and Eronia, but the majority of any planar trade happens down in Thalasia as merchants take advantage of the River Oceanus. The water of the River Oceanus is particularly sweet, and many make journeys here to bottle it as a gift, or for special occasions.

Travel to the lower layers of Elysium is relatively gentle, although if one is not interested in soaking up the magnificent scenery, fragments of the River Oceanus flow through the four layers, and allow for relatively quick travel between the layers.

Quote:
Originally Posted by DM NOTES ON ELYSIUM
In general, adventures on Elysium should be short and sweet. One should not expect any danger on Amoria, will be mostly challenged by the terrain on Eronia, and find Thalasia too inappropriate for most encounters - at least not those that do not occur underwater. This leaves the third layer of Belierin as your best choice. The unknown evil contained there leaves numerous possibilities for plot hooks and adventures. Evil creatures often make their way here, and the Guardinals can always use some help fighting them off!

Players should not except to face the Guardinals in combat; they are often much too powerful to be handled, even if they're alone. If the Guardinals feel the PCs are too powerful to be handled alone, they will gather allies to fight them.

Combat on Elysium will generally only be against whatever evil the DM decides may be lurking on Belierin. DMs should feel free to be creative; any number of fiends could be appropriate, but for a twist, perhaps a group or faction is causing trouble with their presence. Perhaps a group of Fraternity of Order members seek to study the prison, or a rogue group of Mercykillers decide that whatever is contained there has been punished enough, and deserves to be freed!

GUARDINALS

The main defenders of the plane are the Guardinals. They tend to work alone. Most know a spell-like ability that they can use in combat, often taking enemies by surprise. They may leave and enter the plane as they choose, unaffected by the nature of the Elysium. Some brief notes on each:



Cerdivals: These beings look like humanoid goats with beautiful horns. With the Lupinals, they serve as the "foot soldiers" against evil.



Lupinals: Humanoids with wolven features, these Guardinals spend much of their time hunting for evil between Arborea and the Beastlands.



Equinals: Horse-looking creatures with powerful limbs, they often dedicate themselves to proving their strength, be it in games or in combat.



Avorals: Humanoids with the features of eagles and with giant wings instead of arms, they're the scouts in any Guardinal excursion, using their strong eyesight to find and defeat danger.



Ursinals: The scholars and philosophers of the Guardinals, they tend to spend their time in quiet contemplation, studying the nature of evil, and advising Leonals.



Leonals: The strongest of the Guardinals, Leonals are both the leaders and the ambassadors, although they tend to prefer to work alone.

These Guardinals are the typical ones found; more powerful versions exist, notably Talisid, leader of all Guardinals, has the power equaling that of most powers (In 4e terms, he would be a 30th level solo)!


ELYSIUM'S ENTRAPMENT

The plane has an effect on the mind of a creature, making colours seem more vibrant, joys seem more resounding, and peace seem so easily obtained. Creatures that spend too much time on Elysium slowly become convinced that they should remain there forever. This effect is not immediate; indeed, as long as creatures do not linger on the plane for an extended period of time, they will not find themselves affected.

Any creature that spends a week on Elysium must make a saving throw, with a bonus equal to half their level, and a penalty equal the number of consecutive weeks on the plane. Creatures that fail are compelled to stay, and become a petitioner of Elysium. As all petitioners, those affected can no longer leave (and have no desire to). Only one of the powers that mark Elysium as their home, or a task as chosen by the DM, may return such a character to normal.

THE WILDERNESS OF THE BEASTLANDS



Layers: Krigala, Brux, Karasuthra
Common races: Centaurs, Shifters
Notable Powers: Ehlonna
Links: Faunel (Outlands), River Oceanus
Special rules: On Karasuthra, light - natural or otherwise - functions at half strength. Only the moonlight on the layer is unaffected.

The Beastlands is the ultimate hunting experience - for the animals who live their at least. Berks trying to score some big game quickly find out that the game in the Beastlands is like none other they'll face. A plane of endless nature and danger, the Beastlands is divided into three planes, with many easily (and accidentally) accessible portals between the three. Krigala is a land of endless daylight, Brux is a land of endless dusk, and Karasuthra is a land of endless night. The creatures and petitioners on this plane know how to travel between the three comfortably, and often settle into whichever one best suits their hunting needs. An near endless variety of environments on each of the three layers means that nearly every type of wild (and magical!) animal or plant grows somewhere on the plane.

The Beastlands' petitioners begin looking as their former selves, but their features slowly transform them into wild animals themselves. Small communities of them can be found on Krigala and Brux, living in harmony with the nature around them.

Speaking of the nature around them, the plane is still a plane of good, and creatures here are expected to act like it. Hunting is a natural part of the cycle of life, but one should only take what one needs. Not that hunting is necessarily easy on this plane! All animals here are reasonably intelligent (minimum intelligence: 3), which not only makes them craftier - and able to plead for their life - but those animals that roam in packs are able to develop better tactics and strategies for hunting prey. All animals on the Beastlands speak Supernal, and indeed, any PC who also speaks Supernal can communicate with them.

The waters of the River Oceanus run through the first layer of Krigila, creating a humongous rainforest to either side of the river. Travel to the other layers of the Beastlands is easy, as long as you know where to look for the entrances/exits between layers. Such portals can be found all over each layer, although visitors might need to ask one of the inhabitants, and cross their fingers that they aren't hungry...

Quote:
Originally Posted by DM NOTES ON THE BEASTLANDS

The Beastlands can be a very exciting plane to adventure on, accommodating a huge variety of potential environments and challenges. Plus, there's something cool about knowing the crocodiles here can talk (and presumably, rock)! DMs should play up the intelligent animal portion, as this is an effect pretty unique to this plane.
Adventures can happen on any layer, but nothing beats Krigala, with it's eternal night, for tension and danger in the Beastlands. Players would be wise to know their place; protecting the land are the Animal Lords, paragons of their respective species. Annoying them by harming their subjects to an unreasonable degree could see all kinds of unimaginable terrors thrown against the party.

Suitable creatures for the plane include:

Dire Rat (level 1 brute, MM1)
Gray Wolf (level 2 skirmisher, MV)
Spider Swarm (level 3 soldier, MV)
Tangler Beetle (level 5 controller, MM1)
Dire Wolf (level 5 skirmisher, MV)
Tiger (level 6 skirmisher, MM2)
Cave Bear (level 6 elite brute, MM1)
Dire Tiger (level 8 soldier, MM2)
Werewolf (level 8 brute, MM1)
Unicorn (level 9 skirmisher, MM1)
Feymire Crocodile (level 10 elite soldier, MM1)
Dire Bear (level 11 elite brute, MV)
Cave Spider (level 12 minion, MV)
Centaur Hunter (level 12 artillery, MM2)
Centaur Ravager (level 12 brute, MM2)
Dusk Unicorn (level 12 elite controller, MM1)
Centaur Mystic (level 13 controller, MM2)
Werewolf Lord (level 13 elite brute, MM2)

Many other magical beasts may fit as well, although in generally, if it breaths fire and poops lightning it's probably inappropriate.

Many beasts in the Beastlands have extraordinary traits; if you desire, you can apply the "Feyborn" template in the DMG to simulate a creature of particular grace and beauty.

Some new examples of potential adversaries follow:



Majestic Stag: a beautiful, noble foe, it's time in the Beastlands has given is a noble sheen, which seems to turn away the deadliest of blows. Combined with it's own powerful gore, the Stag is a strong adversary that draws many hunters to the plane to challenge them.



Dire Wolf Alpha: a leader, picked from the Dire Wolves on the plane not for her strength, but her cunning. Together, the Alpha leads her pack to take down larger prey.



Spitting Cobra (Planetouched): a cobra that has survived and become stronger while in the Beastlands, it uses its allure to pull prey towards it, often into dangerous terrain in the Beastlands itself.

Last edited by Eddie; 04-14-2017 at 02:11 PM.
  #347  
Old 05-12-2013, 10:15 PM
Eddie Eddie is offline
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Apologies to the cutter who wanted to hear about Gehenna; I was going to do all six planes in one update, before realizing how much work this was and by that point I was already halfway done the "good" planes. I'll do the "evil" planes of conflict (Gehenna, The Gray Waste, and Carceri) next!
  #348  
Old 05-15-2013, 12:14 AM
Eddie Eddie is offline
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While part of me wishes to see her punished for her mistake, a deeper part of me realizes that part of being human - or at least, humanoid, given the variety of beings I've met - is learning from your mistakes. I doubt I'll ever see that hundred copper cross my palm in the future, but hopefully the girl now realizes that she got lucky, and the next heavily scarred man who approaches her won't necessarily be so kind.

Well, at the very least I think giving away so much money entitles me to one of those free drinks I was promised.

CHAPTER 3: THE DEATH AND LIFE OF GREAT CITIES, PART 3
Where a devil and a demon walk into a bar, we get a man his fork, and we bury a city

************************************************** **************************************************




I choose a fine red wine that the bartender says is from some place called Arvandor. Barkis says that it's all the rage with some group called the Bacchae.

The wine is pleasant enough; I decide to study some more of Dak'kon's teachings while I sip on it.




Quote:
Originally Posted by THE FOURTH CIRCLE OF ZERTHIMON

*Know that the Rising of the People against the *illithid* was a thing built upon many ten-turnings of labor. Many of the People were gathered and taught in secret the ways of defeating their *illithid* masters. They were taught to shield their minds, and use them as weapons. They were taught the scripture of steel, and most importantly, they were given the *knowing* of freedom.

Some of the People learned the nature of freedom and took it into their hearts. The *knowing* gave them strength. Others feared freedom and kept silent. But there were those that *knew* freedom and *knew* slavery and it was their choice that the People remain chained. One of these was Vilquar.

Vilquar saw no *freedom* in the Rising, but opportunity. He saw that the *illithid* had spawned across many of the False Worlds. Their Worlds numbered so many that their vision was turned only outwards, to all they did not already touch. Vilquar's eye saw that much took place that the *illithid* did not see. To the Rising, the *illithid* were blinded.

Vilquar came before his master, the *illithid* Zhijitaris, with the *knowing* of the Rising. Vilquar added to his chains and offered to be their eyes against the Rising. In exchange, Vilquar asked that he be rewarded for his service. The *illithid* agreed to his contract.

At the bonding of the contract, a dark time occurred. Many were the betrayals Vilquar committed and many were the People that the *illithids* fed upon to stem the Rising. It seemed that the Rising would die before it could occur, and the *illithid* were pleased with Vilquar's eye.

I was near the end of the dark time when Zerthimon came to *know* Vilquar's treacheries. In *knowing* Vilquar's eye, Zerthimon forced the Rising to silence itself, so that Vilquar might think at last his treacheries had succeeded, and the Rising had fallen. He *knew* that Vilquar's eye was filled only with the reward he had been promised. He would see what he wished to see.

With greed beating in his heart Vilquar came upon the *illithid* Zhijitaris and spoke to his master of his success. He said that the Rising had fallen, and the *illithids* were safe to turn their eyes outwards once more. He praised their wisdom in using Vilquar's eye, and he asked them for his reward.

In his greed-blindness, Vilquar had forgotten the *knowing* of why the People had sought freedom. He had lost the *knowing* of what slavery meant. He had forgotten what his *illithid* masters saw when they looked upon him. And so Vilquar's betrayal of the People was ended with another betrayal. Vilquar came to *know* that when Vilquar's eye had nothing left to see, Vilquar's eye was useless.

The *illithid* gave to Vilquar his reward, opening the cavity of his skull and devouring his brain. Vilquar's corpse was cast upon the Fields of Husks so its blood might water the poison-stemmed grasses.
How strange. The previous teachings of Zerthimon emphasized about how he came to know *himself*. The story of Vilquar is a cautionary tale has little to do with Zerthimon. What lesson does it teach his followers about themselves?

I will ask Dak'kon.





Quote:
Originally Posted by The Editor


Learning this lesson teaches us - naturally - Vilquar's Eye:

Quote:
Originally Posted by VILQUAR'S EYE (Level 1)
Range: 45 ft. + 15 ft. per level
Duration: 30 seconds
Speed: 1
Area of Effect: 1 Creature
Saving Throw: Negates

Vilquar's Eye is branded upon the one who is foolish enough to cross the
caster. Vilquar's shortsightedness becomes the target's vision, and soon
the world is muddled and dark.

If the targeted creature fails its saving throw at -1 penalty, the creature
will be struck with blindness and suffer a -4 penalty to its attack rolls and
a +4 penalty to the target's AC.

"Vilquar's Eye is essentially the Mage spell "Blindness" except with half the range and duration and a +1 to "hit". Not worth using over Blindness generally. as a small bonus to hit isn't generally worth the thirty extra seconds you would get for using Blindness instead. - The Editor"
Time to have some fun!
Quote:
Originally Posted by The Editor
Okay, there's no real good way to weave this into the narrative, but it's quick, rewarding, and most importantly, kind of hilarious.



This is a demon (chaotic evil). You can find this out by talking to him, although he never comes out and says it, it's somewhat implied.



This is a devil. Morte will tell this to you if you try talking to him (and his buddy, who is off-screen).

In the Planescape lore, devils and demons hate hate hate each other. You see, they're involved in this big thing called the Blood War - I'm going to expand a bit on that in the future - and that makes the other public enemy number one.

So let's get these two to meet and talk about their differences.

As far as I know, attacking this guy is the only way to make him reveal his "true" colours. There is no dialogue option to insult his mom or call him fat (I guess the developers forgot).



You can see that Ilquix turns into something more fearsome than a portly man when attacked. He isn't powerful, but he's not a pushover. He has a very high armor class, so at this level you're probably only going to be tagging him on critical hits. His actual attack roll is kind of terrible, so you could probably outlast him, but I can't recommend doing so.



Luckily, our devil friend there will instantly start walking over to join in the fight, and the enemy AI makes the big bad demon choose to focus on the devil. This leaves us free to beat on him, which means "swing until we roll critical hits". I've buffed Dak'kon's strength to make those hits hurt; the devil will be helping too.

You can get Aethelgrin AND his friend to join in this fight, but I'd recommend just having the left-most devil on the screen; you don't need two of them to win this fight.



Aethelgrin the devil has a high AC too, but actually has a good THAC0 to actually hit this demon. If you let the two fight, the devil will win, so we're playing on the winning side. The only "trick" is that we need to land the killing blow in order to get the experience. This might require one or two tries, but it's not a very difficult fight so reloading it isn't a pain.

And what is the reward for murdering this demon?



12k experience baby (4k each when split) And no alignment penalty. I wouldn't normally be so cold-blooded but it's candy this early on.

And uh, 10 copper on his body; I guess he spent it all on booze.



That's enough experience to push the Nameless One into level 6!



This is probably the last time I'll show this screen for a while, since we're going to be putting all our character points into Constitution from here on out. I might show it once we hit 15 Con, which will finally give us a hit point bonus.

Alright, enough of that crazy diversion.


As I step outside the bar, I hear some ungodly howling coming from the rear. I see that the disturbance is being caused by one man.




Chaosmen huh? I think if I play the conversation correctly I can pull some information out of this man.





Hmm, well, maybe not as much information as I hoped, but multiple journals? If I've lived as long as I think I have, that would make some amount of sense. Still, be they scraps, the information could still be useful.
  #349  
Old 05-15-2013, 12:15 AM
Eddie Eddie is offline
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Quote:
Originally Posted by The Editor


We just need to clean up two more quests in the Hive (or at least, that are not in Ragpicker's Square). There are a few I'm skipping just because they're not interesting in the least, but these two I'll show off.

Incidently, here's this update's "Treasure From Thugs" count:

43 Copper
3 Bronze Rings
6 Copper Earrings
4 Bronze Bracelets
3 Clot Charms
3 Dirty Rat Charms

This quest takes place in and around the Flophouse.


I decide that imposing on Mebbeth every time I need a place to sleep is unbecoming of me and unfair to her. Some locals point me here as a place to rent a room. It looks as seedy as the rest of the Hive.





Well, I've gotten "rid" of enough people at this point, one more shouldn't be too difficult.





I ask Morte if this man is another one of those Chaosmen, but he just shrugs.

"They're not even really a faction if you ask me chief. More of a collection of lunatics. But if being a lunatic makes you a Chaosman, then this guy is probably qualified to be their factol."

I don't really know what a factol is but don't press the point.

Quote:
Originally Posted by The Editor
The clue to finding the person who took Nestor's fork is the fact that he's holding a man's ear. You can find him just around the back of the Flophouse outside.


A rough looking man stands surveying the crowd. He's got a lot of scars, and - most notably - does not possess all of his original facial features.




Ha, I er, "bobbed" that "berk".

Actually, he seemed like a pretty interesting person. So at least I didn't have to kill him for this.

Back to the crazy man.

Quote:
Originally Posted by The Editor
You need a decent charisma to not fight this guy - not that he's tough - and you get marginally more experience by lying to him. I do a lawful thing a bit later to balance the books (so to speak). I pumped myself up with a Friends spell before talking with him.



I watch as he holds the fork up at the doorway, and opens an unseen portal. He quickly dashes through it. Guess he wasn't totally crazy, just mostly.

The earring is interesting, but not very useful:



I'll hang onto it though. Maybe I can trade it to that smart-Alec tiefling for an honest word out of her mouth.

With Nestor gone, the innkeeper motions that I can take his bed. I'm not tired now, but I'll consider it later.
  #350  
Old 05-15-2013, 12:16 AM
Eddie Eddie is offline
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Quote:
Originally Posted by The Editor


One last quest, this one to the west of the Office of Vermin and Disease Control.


I hear a man pathetically wailing and crying as I walk down the street. As I have taken it upon myself to be everyone's personal shrink, I decide to see what is the matter.





I can think of one place in the city that might work; that monument the Dustmen erected outside of their Mortuary.



When I get there, I see a stern looking Dustman standing proudly, as if he was responsible for this dark tribute to the dead.





Adahn still is a really dumb name.

As I go to return to the Crier, I decide to give that tiefling girl a piece of my mind for that "information" on Pharod's whereabouts I paid for.




Hmmph.

I return to the Crier.




I think about asking him to refund me the 3 copper I spent on burying his dead city, but... if I was willing to give a maybe-alcoholic 100 copper, I suppose asking for 3 copper from this sad man would be out of character for me.

Quote:
Originally Posted by The Editor


Sick of side-quests? We're reaching the end! Two more to go, and they're here in Ragpicker's Square!
As I thumb that earring I got from earlier, I wonder if I could find or hire someone to put it to good use. As I wander into Ragpicker's Square, a man who looks like he'd be just the kind I'm looking for is leaning against a building, juggling a knife.





It really makes me wonder about how much untapped potential is in this scarred frame of mine. Can I ever call what I'm doing "learning"? Or is "remembering" more accurate?

As fun as slinking in the shadows would be, I think I am better suited for the Art.

Quote:
Originally Posted by The Editor


As we've spent no experience being a Thief, we're bumped all the way back to level 2 (thanks to some experience that our Rogue trainer gives us). Having some rogue skills is minimally handy, although we won't see why for a while. I pump Pick Pockets and Stealth as high as I can.


As I move on, a gangly, horrid looking man begins staring intently at me.




Aaauuuggh why am I meeting all of the craziest of the crazy in one day?

Urrgh, that ring looks interesting but I'm pretty sure this guy is going to want more than a nibble for me to get it.

Quote:
Originally Posted by The Editor
The creepy guy who likes chewing on dead flesh has a finger with a ring on it around his neck that looks valuable. How should we approach this?

1) Tell the man he can have a small bite if he gives you the finger (more Lawful).
2) Lie to the man that he can have a bite if he gives you the finger (more Chaotic).
3) Kill the man and take the ring (more Evil).
4) Forget it, no ring is worth THIS (Neutral).

Last edited by Eddie; 05-15-2013 at 12:58 AM.
  #351  
Old 05-15-2013, 12:20 AM
Eddie Eddie is offline
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I realize I didn't make a post with the current vote wins/vote weights!

Here's what everyone looks like currently:

Alpha Werewolf [1]'s new vote weight: 1 votes
Arithon32 [7]'s new vote weight: 1 votes
Austin [8]'s new vote weight: 1 votes
birdiedude [2]'s new vote weight: 4 votes
Brickroad [4]'s new vote weight: 2 votes
Cort [5]'s new vote weight: 1 votes
Dawnswalker [3]'s new vote weight: 1 votes
Destil [9]'s new vote weight: 1 votes
Falselogic [2]'s new vote weight: 3 votes
Gerad [7]'s new vote weight: 1 votes
Heffenfeffer [1]'s new vote weight: 1 votes
JFink [0]'s new vote weight: 3 votes
Kalir [6]'s new vote weight: 1 votes
Knurek [6]'s new vote weight: 3 votes
Kylie [3]'s new vote weight: 1 votes
Loki [0]'s new vote weight: 2 votes
Mightyblue [3]'s new vote weight: 1 votes
Mogri [6]'s new vote weight: 3 votes
MoneyCityManiac [2]'s new vote weight: 2 votes
Mr Sensible [5]'s new vote weight: 3 votes
Olli T [4]'s new vote weight: 3 votes
Phil [9]'s new vote weight: 1 votes
Raven [3]'s new vote weight: 1 votes
Soren Highwind [11]'s new vote weight: 1 votes
Taeryn [5]'s new vote weight: 2 votes
Teaspoon [8]'s new vote weight: 1 votes
Torzelbaum [2]'s new vote weight: 1 votes
  #352  
Old 05-15-2013, 12:48 AM
Falselogic Falselogic is offline
Threadcromantosaurus Rex
 
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2 sounds more fun than 3!
  #353  
Old 05-15-2013, 01:11 AM
Teaspoon Teaspoon is offline
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Quote:
Originally Posted by Falselogic View Post
2 sounds more fun than 3!
I second this.
  #354  
Old 05-15-2013, 03:34 AM
Olli T Olli T is offline
concentrate
 
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3 sounds more effective than 2.
  #355  
Old 05-15-2013, 09:32 AM
Albatoss Albatoss is offline
It's a frame of mind
 
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Gross! Option 4.
  #356  
Old 05-15-2013, 10:26 AM
Gerad Gerad is offline
Holy Swine
 
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I'm sick of these people asking us to do silly things for us to get our way. It's time they learn there's a price for interfering with us.

Option 3.
  #357  
Old 05-15-2013, 11:32 AM
Mogri Mogri is online now
used Detect!
 
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This guy are sick.

Option 3.
  #358  
Old 05-15-2013, 11:53 AM
Nodal Nodal is offline
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Option 2, what's a bite to eat between friends.
  #359  
Old 05-15-2013, 03:07 PM
Arithon32 Arithon32 is offline
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Option 2
  #360  
Old 05-15-2013, 03:28 PM
Mr. Sensible Mr. Sensible is offline
Spear of Justice
 
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Option 4. These side quest rewards haven't been worth the effort, and I doubt this one would be any different.

Also, ewww.
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